Enchantments are permanent passive buffs on a fishing rod until you spend another stone and overwrite the slot. You roll them at an altar with the right stone in hand, and the result is random from that stone's pool. Flat luck, mutation farming, rain and night sessions, and secret or shark hunts all want different rolls, so the same rod rarely keeps the same enchant forever.
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Luck enchants
These raise catch luck for everyday fishing. Leprechaun II and Empowered I also sit in the Super Enchant Stone five-pool, so paid stones heavily favor them over Leprechaun I.
Leprechaun II
Flat +50% luck for every session. One of the best general rolls from Enchant Stones, and a common Super Stone target.
- Slot
- Primary
- Effect
- +50% luck on all catches.
- Enchant Stone
- 5%
- Super Stone
- 20%
- Stone
- Enchant Stone, Super Enchant Stone
- Altar
- Esoteric Depths
- Notes
- Also appears in the Super Enchant Stone premium pool at equal 20% odds with four other top rolls.
Empowered I
Splits value between luck and faster reels. Strong all-rounder when you want more than pure luck alone.
- Slot
- Primary
- Effect
- +20% luck and +10% reel speed.
- Enchant Stone
- 7%
- Super Stone
- 20%
- Stone
- Enchant Stone, Super Enchant Stone
- Altar
- Esoteric Depths
- Notes
- Hybrid luck and reel buff. Available in both the normal 14-pool and Super Stone five-pool.
Leprechaun I
A solid flat luck boost and one of the more common Enchant Stone rolls. Fine to keep until Leprechaun II or another S-tier lands.
- Slot
- Primary
- Effect
- +30% luck on all catches.
- Enchant Stone
- 10%
- Super Stone
- -
- Stone
- Enchant Stone
- Altar
- Esoteric Depths
- Notes
- Normal Enchant Stone only. Not in the Super Stone five-pool.
| Name | Description | Slot | Effect | Enchant Stone | Super Stone | Stone | Altar | Notes |
|---|---|---|---|---|---|---|---|---|
| Leprechaun II | Flat +50% luck for every session. One of the best general rolls from Enchant Stones, and a common Super Stone target. | Primary | +50% luck on all catches. | 5% | 20% | Enchant Stone, Super Enchant Stone | Esoteric Depths | Also appears in the Super Enchant Stone premium pool at equal 20% odds with four other top rolls. |
| Empowered I | Splits value between luck and faster reels. Strong all-rounder when you want more than pure luck alone. | Primary | +20% luck and +10% reel speed. | 7% | 20% | Enchant Stone, Super Enchant Stone | Esoteric Depths | Hybrid luck and reel buff. Available in both the normal 14-pool and Super Stone five-pool. |
| Leprechaun I | A solid flat luck boost and one of the more common Enchant Stone rolls. Fine to keep until Leprechaun II or another S-tier lands. | Primary | +30% luck on all catches. | 10% | - | Enchant Stone | Esoteric Depths | Normal Enchant Stone only. Not in the Super Stone five-pool. |
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Mutation enchants
These push mutations, gold, shiny, or Fairy Dust instead of broad luck. Cursed I is the high-risk option: big mutation gain with a hard luck cut. Mutation Hunter III and Fairy Hunter I need Evolved Enchant Stones at Ancient Ruin.
Mutation Hunter III
Highest dedicated mutation chance among named Hunter tiers. Only available from Evolved Enchant Stone rolls at Ancient Ruin.
- Slot
- Primary
- Effect
- +40% mutation chance.
- Enchant Stone
- -
- Super Stone
- -
- Stone
- Evolved Enchant Stone
- Altar
- Ancient Ruin
- Notes
- Evolved Enchant Stone exclusive. Not Super Enchant Stone. Evolved stones are fished in Ancient Ruin after Sacred Temple unlocks.
Mutation Hunter II
Strong mutation farming buff from the standard and Super pools. Prefer this over Mutation Hunter I when mutation value is the goal.
- Slot
- Primary
- Effect
- +30% mutation chance.
- Enchant Stone
- 5%
- Super Stone
- 20%
- Stone
- Enchant Stone, Super Enchant Stone
- Altar
- Esoteric Depths
- Notes
- Also listed in Evolved pool tables as a shared outcome. Super Stone raises the pull rate to 20%.
Cursed I
Trades a large luck penalty for a large mutation boost. Best when mutation payouts matter more than rare base fish, or when a second slot can offset the luck loss.
- Slot
- Primary
- Effect
- −75% luck and +75% mutation chance.
- Enchant Stone
- 5%
- Super Stone
- 20%
- Stone
- Enchant Stone, Super Enchant Stone
- Altar
- Esoteric Depths
- Notes
- High-risk hybrid. Super Stone can force it into the five-name premium pool.
Gold Digger I
Pushes catches toward the Gold mutation specifically. Useful when gold variants pay more than generic mutations.
- Slot
- Primary
- Effect
- +10% chance to apply the Gold mutation.
- Enchant Stone
- 7%
- Super Stone
- -
- Stone
- Enchant Stone
- Altar
- Esoteric Depths
- Notes
- Normal Enchant Stone only for the Super five-pool; still appears on some Evolved pool tables as a shared outcome.
Mutation Hunter I
Entry-level mutation boost from Enchant Stones. Keep only if you lack better mutation rolls.
- Slot
- Primary
- Effect
- +10% mutation chance.
- Enchant Stone
- 10%
- Super Stone
- -
- Stone
- Enchant Stone
- Altar
- Esoteric Depths
- Notes
- Common normal-pool roll. Not in the Super Stone five-pool.
Fairy Hunter I
Specialized Fairy Dust mutation boost only from Evolved Enchant Stone at Ancient Ruin.
- Slot
- Primary
- Effect
- +20% Fairy Dust mutation chance.
- Enchant Stone
- -
- Super Stone
- -
- Stone
- Evolved Enchant Stone
- Altar
- Ancient Ruin
- Notes
- Evolved Enchant Stone exclusive. Not Super Enchant Stone.
Glistening I
Raises shiny fish odds without a broad mutation or luck package. Niche compared with flat luck or Mutation Hunter rolls.
- Slot
- Primary
- Effect
- +10% chance to catch shiny fish.
- Enchant Stone
- 7%
- Super Stone
- -
- Stone
- Enchant Stone
- Altar
- Esoteric Depths
- Notes
- Collector-focused shiny boost. Not in the Super Stone five-pool.
| Name | Description | Slot | Effect | Enchant Stone | Super Stone | Stone | Altar | Notes |
|---|---|---|---|---|---|---|---|---|
| Mutation Hunter III | Highest dedicated mutation chance among named Hunter tiers. Only available from Evolved Enchant Stone rolls at Ancient Ruin. | Primary | +40% mutation chance. | - | - | Evolved Enchant Stone | Ancient Ruin | Evolved Enchant Stone exclusive. Not Super Enchant Stone. Evolved stones are fished in Ancient Ruin after Sacred Temple unlocks. |
| Mutation Hunter II | Strong mutation farming buff from the standard and Super pools. Prefer this over Mutation Hunter I when mutation value is the goal. | Primary | +30% mutation chance. | 5% | 20% | Enchant Stone, Super Enchant Stone | Esoteric Depths | Also listed in Evolved pool tables as a shared outcome. Super Stone raises the pull rate to 20%. |
| Cursed I | Trades a large luck penalty for a large mutation boost. Best when mutation payouts matter more than rare base fish, or when a second slot can offset the luck loss. | Primary | −75% luck and +75% mutation chance. | 5% | 20% | Enchant Stone, Super Enchant Stone | Esoteric Depths | High-risk hybrid. Super Stone can force it into the five-name premium pool. |
| Gold Digger I | Pushes catches toward the Gold mutation specifically. Useful when gold variants pay more than generic mutations. | Primary | +10% chance to apply the Gold mutation. | 7% | - | Enchant Stone | Esoteric Depths | Normal Enchant Stone only for the Super five-pool; still appears on some Evolved pool tables as a shared outcome. |
| Mutation Hunter I | Entry-level mutation boost from Enchant Stones. Keep only if you lack better mutation rolls. | Primary | +10% mutation chance. | 10% | - | Enchant Stone | Esoteric Depths | Common normal-pool roll. Not in the Super Stone five-pool. |
| Fairy Hunter I | Specialized Fairy Dust mutation boost only from Evolved Enchant Stone at Ancient Ruin. | Primary | +20% Fairy Dust mutation chance. | - | - | Evolved Enchant Stone | Ancient Ruin | Evolved Enchant Stone exclusive. Not Super Enchant Stone. |
| Glistening I | Raises shiny fish odds without a broad mutation or luck package. Niche compared with flat luck or Mutation Hunter rolls. | Primary | +10% chance to catch shiny fish. | 7% | - | Enchant Stone | Esoteric Depths | Collector-focused shiny boost. Not in the Super Stone five-pool. |
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Utility enchants
These change casting, reeling, size, XP, or Perfect casts rather than pure luck or mutation odds. Perfection is second-slot only through Transcended Stone at Sacred Temple; the rest are primary rolls from Enchant or Evolved stones.
Perfection
Second-slot exclusive that locks Perfect casts. Unlocked through Transcended Stone at the Sacred Temple double-enchant altar.
- Slot
- Second
- Effect
- Guarantees Perfect casts while fishing (second enchant slot).
- Enchant Stone
- -
- Super Stone
- -
- Stone
- Transcended Stone
- Altar
- Sacred Temple Double Enchant Altar
- Notes
- 5% pull on Transcended Stone. Get the stone by sacrificing a Secret-rarity fish to the Temple Guardian at the top of Sacred Temple. Does not come from Enchant or Super stones.
Prismatic I
Speeds up Rainbow boost activation by reducing the casts required. Available from normal and Super Enchant Stones at Esoteric Depths.
- Slot
- Primary
- Effect
- Rainbow boost activates after fewer casts.
- Enchant Stone
- 5%
- Super Stone
- 20%
- Stone
- Enchant Stone, Super Enchant Stone
- Altar
- Esoteric Depths
- Notes
- Sources disagree on the exact cast reduction (reported as 8 or 10 fewer throws). Effect confirmed; exact number left unstated.
Big Hunter I
Increases fish size by 10%, which can improve payouts when size affects value. Simple utility roll from Enchant Stones.
- Slot
- Primary
- Effect
- Makes caught fish 10% bigger.
- Enchant Stone
- 7%
- Super Stone
- -
- Stone
- Enchant Stone
- Altar
- Esoteric Depths
- Notes
- Size increase can raise sell value on size-scaled fish. Normal Enchant Stone only.
XPerienced I
Boosts XP on every catch. Strong leveling pick early, then usually replaced by luck or mutation enchants.
- Slot
- Primary
- Effect
- 1.5× XP from all fish catches.
- Enchant Stone
- 7%
- Super Stone
- -
- Stone
- Enchant Stone
- Altar
- Esoteric Depths
- Notes
- Same math as a 50% XP bonus. Best while leveling islands and features; weaker once XP is no longer the bottleneck.
Reeler II
Faster reels from the Evolved pool only. Use when you want pure reel speed without luck or mutation tradeoffs.
- Slot
- Primary
- Effect
- +15% reel speed.
- Enchant Stone
- -
- Super Stone
- -
- Stone
- Evolved Enchant Stone
- Altar
- Ancient Ruin
- Notes
- Evolved Enchant Stone exclusive. Stronger reel bonus than Reeler I.
Reeler I
Small reel-speed increase from Enchant Stones. Usually a reroll candidate unless you specifically want faster reeling.
- Slot
- Primary
- Effect
- +7% reel speed.
- Enchant Stone
- 7%
- Super Stone
- -
- Stone
- Enchant Stone
- Altar
- Esoteric Depths
- Notes
- Modest speed-only buff. Often outclassed by luck, mutation, or hybrid rolls.
| Name | Description | Slot | Effect | Enchant Stone | Super Stone | Stone | Altar | Notes |
|---|---|---|---|---|---|---|---|---|
| Perfection | Second-slot exclusive that locks Perfect casts. Unlocked through Transcended Stone at the Sacred Temple double-enchant altar. | Second | Guarantees Perfect casts while fishing (second enchant slot). | - | - | Transcended Stone | Sacred Temple Double Enchant Altar | 5% pull on Transcended Stone. Get the stone by sacrificing a Secret-rarity fish to the Temple Guardian at the top of Sacred Temple. Does not come from Enchant or Super stones. |
| Prismatic I | Speeds up Rainbow boost activation by reducing the casts required. Available from normal and Super Enchant Stones at Esoteric Depths. | Primary | Rainbow boost activates after fewer casts. | 5% | 20% | Enchant Stone, Super Enchant Stone | Esoteric Depths | Sources disagree on the exact cast reduction (reported as 8 or 10 fewer throws). Effect confirmed; exact number left unstated. |
| Big Hunter I | Increases fish size by 10%, which can improve payouts when size affects value. Simple utility roll from Enchant Stones. | Primary | Makes caught fish 10% bigger. | 7% | - | Enchant Stone | Esoteric Depths | Size increase can raise sell value on size-scaled fish. Normal Enchant Stone only. |
| XPerienced I | Boosts XP on every catch. Strong leveling pick early, then usually replaced by luck or mutation enchants. | Primary | 1.5× XP from all fish catches. | 7% | - | Enchant Stone | Esoteric Depths | Same math as a 50% XP bonus. Best while leveling islands and features; weaker once XP is no longer the bottleneck. |
| Reeler II | Faster reels from the Evolved pool only. Use when you want pure reel speed without luck or mutation tradeoffs. | Primary | +15% reel speed. | - | - | Evolved Enchant Stone | Ancient Ruin | Evolved Enchant Stone exclusive. Stronger reel bonus than Reeler I. |
| Reeler I | Small reel-speed increase from Enchant Stones. Usually a reroll candidate unless you specifically want faster reeling. | Primary | +7% reel speed. | 7% | - | Enchant Stone | Esoteric Depths | Modest speed-only buff. Often outclassed by luck, mutation, or hybrid rolls. |
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Situational enchants
Stormhunter and Stargazer only help in rain or at night. Great on a dedicated weather or night rod, weak as your only enchant if you fish in clear daylight most of the time.
Stormhunter II
Huge rain-only luck boost from Evolved Enchant Stone. Save for rainy sessions or a weather-focused second rod.
- Slot
- Primary
- Effect
- +140% luck during rain.
- Enchant Stone
- -
- Super Stone
- -
- Stone
- Evolved Enchant Stone
- Altar
- Ancient Ruin
- Notes
- Evolved Enchant Stone exclusive. Only helps while rain weather is active.
Stargazer II
Night-only luck boost from Evolved Enchant Stone. Strong for dedicated night farms, weak in daytime.
- Slot
- Primary
- Effect
- +100% luck at night.
- Enchant Stone
- -
- Super Stone
- -
- Stone
- Evolved Enchant Stone
- Altar
- Ancient Ruin
- Notes
- Evolved Enchant Stone exclusive. Only helps during nighttime.
Stormhunter I
Strong luck only while it rains. Keep on a rain rod or reroll if you fish mostly in clear weather.
- Slot
- Primary
- Effect
- +80% luck during rain.
- Enchant Stone
- 7%
- Super Stone
- -
- Stone
- Enchant Stone
- Altar
- Esoteric Depths
- Notes
- Weather-gated luck. Normal Enchant Stone only.
Stargazer I
Night-only luck boost from Enchant Stones. Useful for night sessions, weaker as an all-day main enchant.
- Slot
- Primary
- Effect
- +60% luck at night.
- Enchant Stone
- 7%
- Super Stone
- -
- Stone
- Enchant Stone
- Altar
- Esoteric Depths
- Notes
- Time-gated luck. Sometimes paired as a second-slot offset for Cursed I in community guides.
| Name | Description | Slot | Effect | Enchant Stone | Super Stone | Stone | Altar | Notes |
|---|---|---|---|---|---|---|---|---|
| Stormhunter II | Huge rain-only luck boost from Evolved Enchant Stone. Save for rainy sessions or a weather-focused second rod. | Primary | +140% luck during rain. | - | - | Evolved Enchant Stone | Ancient Ruin | Evolved Enchant Stone exclusive. Only helps while rain weather is active. |
| Stargazer II | Night-only luck boost from Evolved Enchant Stone. Strong for dedicated night farms, weak in daytime. | Primary | +100% luck at night. | - | - | Evolved Enchant Stone | Ancient Ruin | Evolved Enchant Stone exclusive. Only helps during nighttime. |
| Stormhunter I | Strong luck only while it rains. Keep on a rain rod or reroll if you fish mostly in clear weather. | Primary | +80% luck during rain. | 7% | - | Enchant Stone | Esoteric Depths | Weather-gated luck. Normal Enchant Stone only. |
| Stargazer I | Night-only luck boost from Enchant Stones. Useful for night sessions, weaker as an all-day main enchant. | Primary | +60% luck at night. | 7% | - | Enchant Stone | Esoteric Depths | Time-gated luck. Sometimes paired as a second-slot offset for Cursed I in community guides. |
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Exclusive endgame hunters
SECRET Hunter and Shark Hunter only come from Evolved Enchant Stone rolls in Ancient Ruin. They are specialized endgame targets, not something the Esoteric Depths Super Stone can force.
SECRET Hunter
Endgame SECRET-target enchant from Evolved Enchant Stone only. Prioritize for secret collection grinds after Ancient Ruin access.
- Slot
- Primary
- Effect
- +140% SECRET fish chance.
- Enchant Stone
- -
- Super Stone
- -
- Stone
- Evolved Enchant Stone
- Altar
- Ancient Ruin
- Notes
- Evolved Enchant Stone exclusive. Not Super Enchant Stone. Name casing follows in-game SECRET rarity style.
Shark Hunter
Raises Shark catch odds from Evolved Enchant Stone rolls. Specialized endgame hunter for shark farming.
- Slot
- Primary
- Effect
- +60% chance for all Shark targets.
- Enchant Stone
- -
- Super Stone
- -
- Stone
- Evolved Enchant Stone
- Altar
- Ancient Ruin
- Notes
- Evolved Enchant Stone exclusive. Not Super Enchant Stone.
| Name | Description | Slot | Effect | Enchant Stone | Super Stone | Stone | Altar | Notes |
|---|---|---|---|---|---|---|---|---|
| SECRET Hunter | Endgame SECRET-target enchant from Evolved Enchant Stone only. Prioritize for secret collection grinds after Ancient Ruin access. | Primary | +140% SECRET fish chance. | - | - | Evolved Enchant Stone | Ancient Ruin | Evolved Enchant Stone exclusive. Not Super Enchant Stone. Name casing follows in-game SECRET rarity style. |
| Shark Hunter | Raises Shark catch odds from Evolved Enchant Stone rolls. Specialized endgame hunter for shark farming. | Primary | +60% chance for all Shark targets. | - | - | Evolved Enchant Stone | Ancient Ruin | Evolved Enchant Stone exclusive. Not Super Enchant Stone. |
How enchanting works
Equip the rod you want to upgrade, bring a stone, and use the matching altar. The stone is consumed, the roll lands on that rod slot, and a later roll on the same slot replaces whatever was there. Enchanting works day and night. Weather and time only matter later, when you actually fish with a situational enchant.
Save rolls for rods you will keep. A strong Leprechaun II on a throwaway starter is a gift you cannot move.
Esoteric Depths altar and basic stones
The main altar sits under a waterfall on Esoteric Depths. Enter the cave, pay the Esoteric Gatekeeper 400 coins for the elevator, ride down, and interact while holding a stone. Normal Enchant Stones drop while fishing (Tropical Grove and Esoteric Depths are the farms people cite most) and also sell for 29 Robux. They roll the full standard pool, so you can land anything from common luck or mutation buffs to rare Super-tier names at lower odds.
Super Enchant Stones are the paid five-name pool (49 Robux). Each of Prismatic I, Empowered I, Leprechaun II, Cursed I, and Mutation Hunter II sits at 20%. That is not the same item as Evolved Enchant Stone. Guides that mix those names will send you to the wrong grind.
Evolved and Transcended routes
Evolved Enchant Stones come from fishing in Ancient Ruin after you open Sacred Temple and the Crystalline Passage path. They are rare catches, not shop stones, and they unlock exclusive hunters and higher II/III tiers at the Ancient Ruin altar. SECRET Hunter and Shark Hunter only come from this route.
Transcended Stones open the second enchant slot. Sacrifice a Secret-rarity fish to the Temple Guardian at the top of Sacred Temple, then use the Double Enchant Altar there. Perfection is the standout second-slot roll: it locks Perfect casts. Pair a strong primary with a second-slot utility or offset (for example Cursed mutation pressure plus a luck-leaning second slot) instead of stacking two weak primary-style buffs.
What to chase by goal
| Goal | Strong primary picks | Notes |
|---|---|---|
| General sessions | Leprechaun II, Empowered I | Flat luck, or luck plus a little reel speed |
| Mutation value | Mutation Hunter II/III, Cursed I | Cursed cuts luck hard; only keep it when mutations pay |
| Leveling | XPerienced I | Replace once XP stops mattering |
| Rain or night only | Stormhunter / Stargazer lines | Park them on a weather or night rod, not your all-day main |
| Secrets or sharks | SECRET Hunter, Shark Hunter | Evolved-only endgame specialties |
| Perfect casts | Perfection (second slot) | Transcended path at Sacred Temple |
Reroll early filler like Reeler I or Mutation Hunter I once you have a clear farming goal. Situational enchants look huge on paper and feel empty in the wrong weather, so keep a second rod ready if you swap between day and rain sessions.
FAQ
How do you enchant a rod in Fish It?
Equip the rod, bring an Enchant Stone or Super Enchant Stone to Esoteric Depths, pay the Gatekeeper 400 coins for the elevator, and use the waterfall altar. Evolved stones use the Ancient Ruin altar, and Transcended stones use the Double Enchant Altar on Sacred Temple.
What is the difference between Super Enchant Stone and Evolved Enchant Stone?
Super Enchant Stone is the Robux five-name pool used at Esoteric Depths (Prismatic I, Empowered I, Leprechaun II, Cursed I, Mutation Hunter II at 20% each). Evolved Enchant Stone is fished in Ancient Ruin and unlocks exclusive hunters and higher tiers. They are not the same stone.
Do enchant rerolls replace the old enchant?
Yes. A new roll overwrites the enchant on that slot. Primary and second slots are separate once Transcended Stone has opened dual enchanting.
How do you get a second enchant slot?
Sacrifice a Secret-rarity fish to the Temple Guardian at the top of Sacred Temple to get a Transcended Stone, then use the Double Enchant Altar there. That path can also roll Perfection for guaranteed Perfect casts.
Which enchant should you keep first?
For general fishing, Leprechaun II or Empowered I are safe keepers. Chase Mutation Hunter II/III or Cursed I when mutations pay, Stormhunter or Stargazer for rain or night sessions, and Evolved exclusives like SECRET Hunter once Ancient Ruin is open.
Where do normal Enchant Stones drop?
They can drop while fishing anywhere, with Tropical Grove and Esoteric Depths commonly cited as strong farm spots. They also appear in the Robux shop if you would rather skip the grind.









